attribute vec3 a_Position;
attribute float a_Color;
uniform mat4 u_formMatrix;
uniform mat4 u_projectionMatrix;
varying float v_Color;
void main() {
//    vec3 position = a_Position / (u_resolution / 2.0);
//    mat4 transformMatrix = u_formMatrix;
    gl_Position = u_formMatrix * vec4( a_Position, 1.0 );
    v_Color = a_Color;
}